Do not edit your posts ever. If you must edit your post, please put what your edit was at the bottom.

Talking about this game with parties inside or outside of the game is prohibited. Talk about this game only in the thread, nowhere else.

Follow the spirit of the rules; if you think something is against the rules, it probably is.

I reserve the right to update these rules as I see fit.

General Game Rules

All actions, except selecting which card you want to take from Ambassador's ability must be submitted in thread, in bold.

You will have 24hrs to submit an action when it is your turn. If you do not submit an action, you will be removed from the game, and automatically lose.

After every blockable and challengeable action, (see action table), there will be a 24hr phase where all other players may decide if they want to block or challenge said action. If all other players say they do not want to, OR if a player says they want to, the phase will end early.

Once you are out of the game, you may continue posting in thread until the game is over. Please refrain from making it look like you're taking actions however.

Game-Specific Rules

If you have 10+ coins, you must coup on your next turn.

You do not have to have the specific card in order to use that ability; however, if someone calls you out for lying and they're correct, you must discard one of your influence cards. If they're wrong, they must discard one of their influence cards.

You may take only one action on your turn, even if it's blocked by another player.

To do any action, please bold the action you are doing, and include any other information required. For example, to play an Ambassador, you would put: Use Ambassador.

Should we run out of cards to draw from the Court Deck, the discard pile will be shuffled and become the Court Deck.

Coup is a card-game based around bluffing and treachery. The point of the game is to be the very last player standing, even if it means you must backstab everyone to secure victory.

At the start of the game, all players will be given two coins, and receive two cards. There are three copies of every card in the deck. Nobody except yourself will know what cards you have. When it is your turn, you may take any action listed in the Action Table, even if you do not have the required card. Be warned however, some actions may be blocked and/or challenged. If your action is blocked, you don't get to take another; if you're action is challenged and you lied about having that card, you must publicly discard one of your influence cards. However, if you are truthful, it will be publicly revealed you had that card, it will be shuffled into the court deck, you will take the top card, and your accuser must publicly discard one of their influence cards.

Once your turn is over, and any challenges/blocks/actions have been resolved, play moves on to the next player, and the cycle repeats until there is only one player left standing.

You are also only eliminated once you lose both of your influence cards.

Action Table

Character

Action

Effect

Counteraction

Blockable?

Challengeable?

X

Income

Take 1 Coin

X

No

No

X

Foreign Aid

Take 2 Coins

X

Yes

No

X

Coup

Pay 7 Coins, Choose 1 Player to lose influence

X

No

No

Duke

Tax

Take 3 Coins

Blocks Foreign Aid

No

Yes

Assassin

Assassinate

Pay 3 Coins, Choose 1 Player to lose influence

X

Yes

Yes

Ambassador

Exchange

Exchange card with the Court Deck*

Blocks Stealing

No

Yes

Captain

Steal

Take 2 Coins from another player

Blocks Stealing

Yes

Yes

Contessa

X

X

Blocks Assassinate

No

Yes

Glossary

Influence Card(s) - The card(s) you have in your hand.Court Deck - The face-down pile of Influence Cards.

Special Note

The Ambassador's ability causes you to draw two cards from the Court Deck. You will look at them, choose one to keep by privately PMing me your selection. The ambassador card, (or whatever card you choose to trade if you don't have one), and whatever option you didn't pick will be returned to the Court Deck, and the card you selected will be added to your hand.

Last edited by Korina on Thu Aug 01, 2019 5:53 pm, edited 3 times in total.

A couple of questions:So you're not allowed to keep the Ambassador card when you Exchange, and you can't choose to keep both cards you view? I've always played with it being 'draw two, choose two of the four cards', but this way might be more balanced.If you choose to block someone's Steal against you, do you have to claim what card you're using (Captain or Ambassador) to block it?

In post 11, Klick wrote:A couple of questions:So you're not allowed to keep the Ambassador card when you Exchange, and you can't choose to keep both cards you view?

Correct. When you play Ambassador, (or claim to play Ambassador), you will be sent two cards, but you'll only take one of those two cards, and return the Ambassador. If you don't have an Ambassador, and you successfully play the action, you'll PM me which card you're returning and taking.

If you choose to block someone's Steal against you, do you have to claim what card you're using (Captain or Ambassador) to block it?

I don't think there's any rule about it, but how I've always played is you don't have to specify, but if someone does ask you which one, you have to answer.

I also removed the no talking once dead rule. I played an IRL game of Coup earlier today, and we tried both rules, (talking once out and no talking once out), and it was more fun to have people be able to talk once they're eliminated.